1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
|
/* Starshatter: The Open Source Project
Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
Copyright (c) 1997-2006, Destroyer Studios LLC.
AUTHOR: John DiCamillo
OVERVIEW
========
Weapon (gun or missile launcher) class
*/
#ifndef Weapon_h
#define Weapon_h
#include "Types.h"
#include "SimObject.h"
#include "System.h"
#include "WeaponDesign.h"
#include "Geometry.h"
#include "Text.h"
// +--------------------------------------------------------------------+
class Weapon;
class Ship;
class Shot;
class Solid;
// +--------------------------------------------------------------------+
class Weapon : public System, public SimObserver
{
public:
static const char* TYPENAME() { return "Weapon"; }
enum Constants { MAX_BARRELS=8 };
enum Orders { MANUAL, AUTO, POINT_DEFENSE };
enum Control { SINGLE_FIRE, RIPPLE_FIRE, SALVO_FIRE };
enum Sweep { SWEEP_NONE, SWEEP_TIGHT, SWEEP_WIDE };
Weapon(WeaponDesign* d, int nmuz, Vec3* muzzles, double az=0, double el=0);
Weapon(const Weapon& rhs);
virtual ~Weapon();
int operator==(const Weapon& w) const { return this == &w; }
int Track(SimObject* targ, System* sub);
Shot* Fire();
Shot* NetFirePrimary(SimObject* targ, System* sub, int count);
Shot* NetFireSecondary(SimObject* targ, System* sub, DWORD objid);
void SetTarget(SimObject* t, System* sub);
void SelectTarget();
bool CanTarget(DWORD classification) const;
SimObject* GetTarget() const { return target; }
System* GetSubTarget() const { return subtarget; }
void SetFiringOrders(int o);
int GetFiringOrders() const { return orders; }
void SetControlMode(int m);
int GetControlMode() const { return control; }
void SetSweep(int s);
int GetSweep() const { return sweep; }
void Enable() { enabled = true; }
void Disable() { enabled = false; }
const WeaponDesign* Design() const { return design; }
const char* Group() const { return group; }
int Enabled() const { return enabled; }
int Ammo() const { return ammo; }
int Guided() const { return guided; }
int Locked() const { return locked; }
float Velocity() const { return shot_speed; }
float Mass() const { return mass*ammo; }
float Resistance()const { return resist*ammo; }
Shot* GetBeam(int i);
// needed to set proper ammo level when joining multiplayer in progress:
void SetAmmo(int a);
bool IsPrimary() const;
bool IsDrone() const;
bool IsDecoy() const;
bool IsProbe() const;
bool IsMissile() const;
bool IsBeam() const;
virtual void ExecFrame(double factor);
virtual void Orient(const Physical* rep);
virtual void Distribute(double delivered_energy, double seconds);
const Ship* Owner() const { return ship; }
void SetOwner(Ship* ship);
int GetIndex() const { return index; }
void SetIndex(int n) { index = n; }
Point GetAimVector() const { return aim_cam.vpn(); }
void SetAzimuth(double a) { aim_azimuth = (float) a; }
double GetAzimuth() const { return aim_azimuth; }
void SetElevation(double e) { aim_elevation = (float) e; }
double GetElevation() const { return aim_elevation; }
void SetRestAzimuth(double a) { aim_az_rest = (float) a; }
double GetRestAzimuth() const { return aim_az_rest; }
void SetRestElevation(double e) { aim_el_rest = (float) e; }
double GetRestElevation() const { return aim_el_rest; }
void SetAzimuthMax(double a) { aim_az_max = (float) a; }
double GetAzimuthMax() const { return aim_az_max; }
void SetAzimuthMin(double a) { aim_az_min = (float) a; }
double GetAzimuthMin() const { return aim_az_min; }
void SetElevationMax(double e) { aim_el_max = (float) e; }
double GetElevationMax() const { return aim_el_max; }
void SetElevationMin(double e) { aim_el_min = (float) e; }
double GetElevationMin() const { return aim_el_min; }
void SetGroup(const char* n) { group = n; }
bool IsBlockedFriendly() const { return blocked; }
void SetBlockedFriendly(bool b) { blocked = b; }
Solid* GetTurret();
Solid* GetTurretBase();
Solid* GetVisibleStore(int i);
virtual bool Update(SimObject* obj);
virtual const char* GetObserverName() const;
protected:
Shot* FireBarrel(int n);
Shot* CreateShot(const Point& loc, const Camera& cam, WeaponDesign* dsn, const Ship* owner);
void SetBeamPoints(bool aim=false);
void Aim();
void AimTurret(double az, double el);
void ZeroAim();
void FindObjective();
Point Transform(const Point& pt);
bool CanLockPoint(const Point& test, double& az, double& el, Point* obj=0);
// data members:
WeaponDesign* design;
Text group;
Point muzzle_pts[MAX_BARRELS];
Point rel_pts[MAX_BARRELS];
Solid* turret;
Solid* turret_base;
Solid* visible_stores[MAX_BARRELS];
int nbarrels;
int active_barrel;
float refire;
int ammo;
int ripple_count;
// carrying costs per shot:
float mass;
float resist;
// for targeting computer:
int guided;
bool enabled;
bool locked;
bool centered;
bool firing;
bool blocked;
float shot_speed;
int index;
int orders;
int control;
int sweep;
SimObject* target;
System* subtarget;
Point objective;
Point obj_w;
Camera aim_cam;
float aim_azimuth;
float aim_elevation;
float old_azimuth;
float old_elevation;
// auto-aiming arc
float aim_az_max; // maximum deflection in azimuth
float aim_az_min; // minimum deflection in azimuth
float aim_az_rest; // azimuth of turret at rest
float aim_el_max; // maximum deflection in elevation
float aim_el_min; // minimum deflection in elevation
float aim_el_rest; // elevation of turret at rest
DWORD aim_time;
Shot** beams;
};
#endif // Weapon_h
|